Scattered Shots: Professional development
Last week David covered pet control, in case you missed it. This week I'll be talking about a question people ask on the forums quite often: "What profession is good for a hunter?" Each profession, of course, has its pros and cons. Most professions, in fact, have a variety of professionals involved at all levels, and in many cases you couldn't get two of them to agree on their career of choice for love or money. A cursory look at the professions forum will confirm it most days. But over the years, and with several hunter characters, I've picked up a few ideas from my own experience and from that handed out in the forums. Herein, I'll share what I know, and perhaps what some others have taught me as well!The "Basic Income"
Not all players take pleasure in crafting. It can be tedious, time consuming, and the gear you produce can be replaced with drops in many cases at the same level. Hours can be spent running back and forth from auction house, to bank, to forge, to auction house, to forge, to bank, to Wowhead, back to auction house, and so on. If that doesn't appeal to you, the "Basic Income" might be perfect.
The problem many crafters run into is an age-old problem of "independent merchants and distributors" everywhere. In many cases, the stuff you can sell for the most profit is also the stuff you need to consume to make things. In many cases, professionals in WoW have to decide between leveling their profession and being able to afford pet food. One way to avoid that conundrum is to take two gathering professions. That way everything you gather, you can sell without consuming it, and you won't be worried about using up your ore to make armor or using up your herbs to make potions. You won't be able to make either!
"Basic Income" continued.Taking two gathering professions means you just gather up what you find along your path, and then dump it in the auction house when you get a full stack of it. Many times, professionals will rake through the auction house looking for reagents, rather than farming them on their own. A leatherworker who is level 70 and has just started Leatherworking will probably be glad to buy stack after stack of low level leather, rather than riding their epic mount around Mulgore skinning cougars and wolves for a day and a half. So, you can play on the tendency of crafters to farm the auction house before they farm the wilderness, and make a lot of money from it.
I usually recommend Skinning be one of your gathering professions, if you go this route. You'll be killing a lot of beasts anyway, and it isn't like you'll need to track the corpse after you just made it. The leather you peel off your kills might not bring you piles of gold as you first start out, but there's almost always a leatherworker looking for a bushel of leather. The higher your targets' level, the better the leather you'll pull off them. Leatherworkers themselves can combine lower level leathers into higher, as well, so don't be discouraged if all you get is ruined scraps. They're not really ruined! Sell 'em to Joe Dragonscaler.
Mining is another good one to take. There is a high demand for ore at practically any given time. Mining is the only gathering profession whose resources are in demand by more than one crafting profession. What's more, that ore is in demand by three: Blacksmithing, Engineering, and Jewelcrafting all use the metal and stones obtained through mining. Whether to smelt or not is kind of a local decision, depending on the market. I have always had better luck selling unrefined ore than selling bars. Remember that Jewelcrafters are able to prospect raw ore rather than smelt it, sometimes getting precious stones out of it. If you smelt your ore before putting it on market, you'll lose the customer base of prospecting jewelcrafters, which can be quite lucrative.
As far as taking two gathering professions goes, my suggestion is always for mining and skinning, for the reasons I list above. Herbalism can certainly be a profitable venture, but it's not one with which I have much experience. I tend to feel mining has a little more draw than herbalism, because more crafters have a demand for ore. On the other hand, everyone has a demand for potions, so herbalism is certainly a good option.
The advantage to this system is clear. You're gathering things for free, and won't necessarily be spending a lot of time doing it. Then you sell them, and the only cost to you is the auction house posting fee. The money you make incidentally from this method will probably get you a mount as soon as you hit forty, with enough to spare to train and buy yourself a whole new set of Mail armor, to boot. In addition, if you ever decide to take a crafting profession, you'll already have a pair of gathering professions to choose from. You could gather up to level 40, get your mount, and then start saving the resources you gather rather than selling them, and be set for a full profession's training in no time.
One Option: EngineeringThere's a reason so many of the screenshots I post are of gun using hunters wearing goggles! I've always enjoyed the advantages offered by Engineering, and found them to fit well with a Hunter's usual playstyle. I'm a Gnomish Engineer, and always have been. Please don't take my lack of testimony about Goblin Engineering to be a criticism. I just feel Hunters have sufficient ways to deal damage at range, and therefore never went that route. Here are a few of the devices I've found most useful in Engineering.
Goblin Jumper Cables XL: These are made only by Goblin Engineers but are usable by either Gnomish or Goblin. They are an upgrade from the normal jumper cables, with a little better chance of success. These can save a whole group in the hands of a Hunter. When it looks as though the party's doomed (the healer and tank are both dead, for instance), you simply feign death. Once the fight is over and all your foes have run back to where they started, you come back and jumper cable the healer. They don't work every time, but they are practically essential for any Engineering hunter.
Gnomish Poultryizer: The endgame of Engineering can be boiled down to one question, between Gnomish and Goblin. "Would you rather shoot a rocket at someone, or turn them into a chicken?" In many ways, it is a question of philosophy more than mathematics. As I mentioned above, hunters already have some reasonably reliable means of dealing damage at range. On the other hand, we only have one way to silence spellcasters (interrupting them is helpful but not the same). The Poultryizer is a ranged silence with a 15 second duration. It allows your target free movement, though they cannot cast spells or use ranged weapons. With a caster, this is a great way to trap them. A ranged caster who cannot cast will run at its target to engage in melee, regardless of whether there's a freezing trap in the way.
That is just a few of the specific devices available to a Hunter Engineer. There are more in Engineering, and certainly as good reasons to take other professions if you do decide to craft. Taking two gathering professions is not the most exciting career to embark upon, but it is a reliable one. Consider what you want for your character, and where you want to take it? Then consider how much it'll cost to get there. For the casual hunter, there's not a lot of ways to make solid gold reliably before you have a mount.
Clearing the Chamber
These are only a few suggestions. I always think it's best to pursue a career field in which you're interested, rather than one which is mathematically or monetarily superior. A profession which you love doing which makes you poor (ahem) will ultimately be more fun in the long run than a profession which you hate which makes you gold. You may be an elven huntress whose love for the forest demands she be an herbalist/alchemist, or a dwarven hunter whose family tradition demands he be a blacksmith/miner. Try what you feel like, and do what you like.

Filed under: (Hunter) Scattered Shots, Making money, Classes, Jewelcrafting, Economy, Odds and ends, Virtual selves, WoW Social Conventions, How-tos, Tips, Analysis / Opinion, Engineering, Skinning, Mining, Herbalism, Hunter






Reader Comments (Page 1 of 1)
Adam W Apr 10th 2008 3:14PM
One I've found to be immensely profitable is Enchanting. Buy a low lvl green off the AH, DE it, sell the mats, and triple or quadruple your investment.
j Apr 10th 2008 3:37PM
Maybe - but not so profitable when you consider you have to level it up to at least 225 (and higher) to disenchant high level items. There is nothing cheap about leveling Enchanting.
Rob Apr 10th 2008 3:41PM
Enchant is much more of a gamble. I will occassionally DE greens if I know I will get 2x or 3x profit, use half of the mats to level, half to sell and pay for the cost of the greens. Seems to work okay.
jst8 Apr 11th 2008 10:19AM
@2 ("j") it does cost something to level up enchanting, but since you get up to 60 (70?) or so through disenchanting, you then use some of your DE materials to pay for most of the remaining trip to 225. I have a level 10 toon with 225 enchanting who adds at least 150 gold per day to my guild bank, just by scanning the AH twice a day. Total time: 30 minutes. Epic mounts all around. Yay.
Rob Apr 10th 2008 3:31PM
Pretty solid info here. Only thing I would add is to actually go to the auction house and look at the pricing and availability of gathering mats, and get a feel for how many people have that profession. On my old server, everyone and his brother was a miner, so I ended up making 10g per stack of adem. ore (and i hated the run to the ore issue, where you had to compete with many people for one node). On my new server, I see lots of rich adam. nodes, so my thought is that there aren't many miners. Herbs are often more camped, but I dont think it's a big deal, there are many more herb nodes than ore nodes.
So pick a gather profession that's not likely to make you frustrated and unhappy. For mining there is, for almost everyone an issue of your mining level dragging behind your character level, esp. when you hit outlands. So you would often have to spend hours in old end-game zones just to level up the last bit. My wife had to grind 50 mining levels, it was very painful (the +5 mining to gloves helps a bit).
For herbalists its really quite easy to level, IMO. At 70 it only took me 5ish hours to get to 300.
For easyness and comfort, i would go with herb/skin, and drop skin once you hit level 70, pick up something useful maybe leatherworking or alchemy. You can easily use the AH and your tons of gold from dailies to buy skins.
Gormat Apr 10th 2008 3:35PM
Skinning has been very very good to me, and so has mining.
mcm Apr 10th 2008 4:03PM
Don't forget the "Foreman's Reinforced Helmet" for goblin engineers (BOP, goblin eng required). Moderately decent pvp stats, but adds in 10% resistance to stun/disorient! Combined with my Orc hunter's "Hardiness", that's 25% stun resistance.
Another goodie: the Nigh-Invulnerability belt. Hunter w/ a dmg shield? I can hear the cries of "HAX! REPROTED!!1!" already. Must be gnomish to make, but usable by any engineer.
Lastly, in the ever-heated debate of Goblin Rocket Launcher v. Gnomish Poultryizer, some things to consider: The poultryizer is probably the better interrupt, since it's instant; the launcher is an interrupt since it stuns the target, but has a 3-sec cast time. However, the launcher with its 2min cooldown is usable in arenas; the 5min poultryizer is not. The Launcher also gets the range bonus from the Hawk Eye talent; I am unsure whether or not the poultryizer does.
Rock on, hunter engineers!
Shannon Apr 10th 2008 4:12PM
Interesting article, but, I was extremely disappointed by the fact that it only really looked at four professions. The intro seems to set the article up for more info than it delivers.
VSUReaper Apr 10th 2008 4:24PM
One thing you forgot to mention (and someone else might have made a comment about it) is that engineers can make their own ammo, especially if you use guns. My hunter power leveled engineering to make the Adamantite Arrow Maker and I usually supplied my guild with bullets (my tanks loved me for this!) This along is worth the effort of making engineering your profession, as well as gathering gases in Outlands for mote farming.
roguedubb Apr 10th 2008 11:04PM
I find Herbalism preferable to Mining. Mining seems to be more common, also, when you find a node it can take up to four whacks to harvest it all. Find a Herbalism node and it's done in one hit.
jst8 Apr 11th 2008 10:20AM
um, that's a little silly. Taking 4 whacks at a mining node means I get 4 ore, plus maybe some stone and/or gems. You don't get that kind of volume out of herbs.
roguedubb Apr 13th 2008 6:09PM
You can get 1-3 herbs out of a node. For a Rogue with a 5 sec stealth cool-down Herbalism is perfect because you can stealth in, harvest and stealth out.
Also having to only take one hit at a node is great for PVP servers because you don't have that gank-me-please sign up for quite so long.
Silly? No, not really.
Serio Apr 11th 2008 5:28AM
Yeah, herbalism is a great money maker for hunters. Mainly because a hunter is one of those classes that can easily solo the trees in skettis. Herbing each of those trees brings in about 10g worth of mats. It's pretty competitive as there are only 4 that spawn but if you can get the place to yourself for a while you'll be swimming in cash.
Bob of the North Apr 11th 2008 1:07PM
The best advice I got was to swap professions at 70. My lvl54 NElf Hunter is at 300 Skinnning and Leathermaking. As soon as I make my high end armour, I'm swapping out Skinning for Engineering, and my Druid alt should be high enough to supply raw materials, or at least fund my expensive Hunter habit.